

Mwo Spawns Are Atrocious
#1
Posted 02 June 2025 - 04:50 PM
Its literally luck wether you get to have fun or not in an assault because the game can just spawn you away from your team, and your lancemates just run off, meaning you are instantly alone as soon as you start the game, great design!
Not only this but you now have to choose to go the safe and long route which puts you at massive risk to lights, or you have to risk walking across enemy line of fire just to catch up to your team.
Basically thanks to the spawn locations, you are completely screwed simply for choosing to play a slower mech.
#2
Posted 02 June 2025 - 05:51 PM
#3
Posted 02 June 2025 - 08:26 PM
Edited by Ilfi, 02 June 2025 - 08:27 PM.
#4
Posted 02 June 2025 - 11:22 PM
#5
Posted 03 June 2025 - 04:28 PM
Why not just have one drop point per team, at completely opposite ends of the map, where a fast rush is impossible, and each team always has time to organize a strategy...not just "....get the hell out of here, hopefully before we get shot in the back..."
#6
Posted 03 June 2025 - 11:20 PM
#7
Posted 04 June 2025 - 10:43 AM
Edited by VeeOt Dragon, 04 June 2025 - 10:43 AM.
#8
Posted 04 June 2025 - 01:26 PM
I'd have to assume you got the northwest spawn, by "left spawn" since the north side is usually neglected except by the northeast/east spawn fast movers getting in some cheeky hits on the west spawn players that are trying to converge to the south side on QP.
Anyway, this whole "left/right" language really needs to go.
On some maps "going right/NASCAR" does lead to the decent map positions.
Edited by Ttly, 04 June 2025 - 01:31 PM.
#9
Posted 04 June 2025 - 05:18 PM
LordNothing, on 02 June 2025 - 05:51 PM, said:
That's an easy fix.
1) Create multiple spawn locations for each team.
2) When a match begins, the system randomly selects 2 spawns, then places each team at each spawn (no splitting up teams).
3) Remove the "drop ship" animation, so neither team can see the other's relative location.
Happy hunting
#10
Posted 04 June 2025 - 06:00 PM
Mad Mech, on 04 June 2025 - 05:18 PM, said:
That's an easy fix.
1) Create multiple spawn locations for each team.
2) When a match begins, the system randomly selects 2 spawns, then places each team at each spawn (no splitting up teams).
3) Remove the "drop ship" animation, so neither team can see the other's relative location.
Happy hunting
#11
Posted 04 June 2025 - 06:43 PM
Mad Mech, on 04 June 2025 - 05:18 PM, said:
That's an easy fix.
1) Create multiple spawn locations for each team.
2) When a match begins, the system randomly selects 2 spawns, then places each team at each spawn (no splitting up teams).
3) Remove the "drop ship" animation, so neither team can see the other's relative location.
Happy hunting
thats why i like the idea of random spawns on procedural maps. no more home field advantage. every map is a new seed. mwo will never had that (maybe mwo2), but your idea is a lot easier to implement.
#12
Posted 04 June 2025 - 07:41 PM
LordNothing, on 04 June 2025 - 06:43 PM, said:
#13
Posted 05 June 2025 - 06:46 AM
Pick a year, the archetypal bad match still plays the same. Team rotates away from heaviest lance, is down by 3 mechs by the first earnest engagement. Everyone except the assaults are befuddled as to why the assault lance didn't pull any sled on the scoreboard.
This does make for one of my favorite turn arounds though, where despite being left for dead as an assault, you make it to the fight and come out on top, revenge smacking all the guys that stripped the first 30% of your armor while you were helplessly catching up. It gives a very big, "I lived, *****" vibe.
Edited by Moldur, 05 June 2025 - 06:47 AM.
#14
Posted 05 June 2025 - 10:48 AM
Mad Mech, on 04 June 2025 - 05:18 PM, said:
That's an easy fix.
1) Create multiple spawn locations for each team.
2) When a match begins, the system randomly selects 2 spawns, then places each team at each spawn (no splitting up teams).
3) Remove the "drop ship" animation, so neither team can see the other's relative location.
LordNothing, on 04 June 2025 - 06:43 PM, said:
KursedVixen, on 04 June 2025 - 07:41 PM, said:
This is exactly what we did in Project Reality (a Battlefied 2 mod). We created about 5 spawns for each team (total of 10) possible start locations. Some devs originally scoffed at the idea; even said it was impossible. But it was super easy to implement.
Randomized spawns made gameplay 100x better:
- reduced/eliminated Nascar rotation, since you didn't immediatley know which way to go
- gave purpose to scouts, especially in the beginning
- created refreshing randomess to otherwise static maps. The unpredicitbility made every round unique.
This is something MWO devs could probably implement, and it would cost virtually nothing. Huge bang-for-the-buck.
Hopefully the devs see this... or maybe it deserves a post in the suggestion form section? (if anyone actually reads it.. dunno)
Edited by Mad Mech, 05 June 2025 - 10:49 AM.
#15
Posted 05 June 2025 - 04:34 PM
though in pgi's case there are no devs, and they only pull an engineer (i used to hate this term then i realized "like in trains" should be tacked on the end. real engineers use math) of clans dlc when they want to do a mechpack.
Edited by LordNothing, 05 June 2025 - 04:39 PM.
#16
Posted 05 June 2025 - 04:45 PM
KursedVixen, on 04 June 2025 - 07:41 PM, said:
i only mention it as a concept for mwo2, should that ever exist, and considering mw5 has the framework to do that, they just have to update to the new engine and make it multiplayer.
when scouting was a thing you had to cap beacons and the problem with that was they were always in the same spots but which ones were random, also escort had like 3 different paths withone chosen randomly. eventually you learn all the spawns and figure out which one from a little deduction. i have a feeling instead of nascar what you will see happen is going from one memorized spawn to the next in counter clockwise fashion and you end up with nascar with extra steps. its better than what we have though.
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